#include "meta.h" #include "../coding/coding.h" #include "../layout/layout.h" /* EA WVE (VLC0/au00) - from Electronic Arts PS movies [Future Cop - L.A.P.D. (PS), Supercross 2000 (PS)] */ VGMSTREAM * init_vgmstream_ea_wve_au00(STREAMFILE *streamFile) { VGMSTREAM * vgmstream = NULL; off_t start_offset; int loop_flag, channel_count; /* checks */ if (!check_extensions(streamFile, "wve")) goto fail; if (read_32bitBE(0x00,streamFile) != 0x564C4330) /* "VLC0" */ goto fail; start_offset = read_32bitBE(0x04,streamFile); if (read_32bitBE(start_offset, streamFile) != 0x61753030 && /* "au00" */ read_32bitBE(start_offset, streamFile) != 0x61753031) /* "au01" (last block, but could be first) */ goto fail; loop_flag = 0; channel_count = 2; /* build the VGMSTREAM */ vgmstream = allocate_vgmstream(channel_count, loop_flag); if (!vgmstream) goto fail; vgmstream->sample_rate = 22050; vgmstream->meta_type = meta_EA_WVE_AU00; /* You'd think they'd use coding_EA_XA_int but instead it's PS-ADPCM without flags and 0x0f frame size * (equivalent to configurable PS-ADPCM), surely to shoehorn EA-XA sizes into the PS1 hardware decoder */ vgmstream->coding_type = coding_PSX_cfg; vgmstream->interleave_block_size = 0x0f; vgmstream->layout_type = layout_blocked_ea_wve_au00; if (!vgmstream_open_stream(vgmstream,streamFile,start_offset)) goto fail; /* calc num_samples manually */ { vgmstream->next_block_offset = start_offset; do { block_update_ea_wve_au00(vgmstream->next_block_offset,vgmstream); vgmstream->num_samples += ps_cfg_bytes_to_samples(vgmstream->current_block_size, vgmstream->interleave_block_size, 1); } while (vgmstream->next_block_offset < get_streamfile_size(streamFile)); } block_update_ea_wve_au00(start_offset, vgmstream); return vgmstream; fail: close_vgmstream(vgmstream); return NULL; }